I'm looking into some of the files for the various infantry and cavalry units, and while I can work out some of the variables, others mystify me.

attmask - what does this mean? seems to be connected to cankill for grenadiers cankill = this is obvious, but what does "stena" signify? (e.g. Turkish officer can kill body = obviously soldiers, but also "stena") zpoints x y the two numbers are the same. What does it signify? force x what does the number mean? Buildstages x is this the build time, or does it mean something else? det_radius - what is the significance? Is this the distance it can see? And how does this differ from VISION and SEARCH_ENEMY_RADIUS ? add_attack_radius - what does this mean, and why does the value seem to be 32 for everything?

It does not relate to CANKILL, but it relates to the MATHERIAL, just like CANKILL relates to the MATHERIAL. What makes ATTMASK different is that it sets the ATTACKMASK to WEAPONINDEX number 2, which without looking is very likely set to the grenadiers GRENADE ( IADROMOR?) So the example would mean that with weapon 2 this unit can attack 2 matherialtypes: buildings and anything that has wood defined as matherial type.

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cankill = this is obvious, but what does "stena" signify? (e.g. Turkish officer can kill body = obviously soldiers, but also "stena")

You will find quite a few Russian/Ukrainian names in the MD files off which I dont not always know the english translation, but one thing is for sure, any unit that has CANKILL 1 STENA , can kill any unit/building that has MATHERIAL 1 STENA defined.

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zpoints x y the two numbers are the same. What does it signify?

The source tells me it refers to SourceHeight and Destination Height ( Z refers to height)

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force x what does the number mean?

As I understand in Cossacks I, FORCE int is used for AI purposes to determine/evaluate the unit- enemy strenght ( priority to attack - retreat,...)

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Buildstages x is this the build time, or does it mean something else?

Yes, this is the build time in Game Ticks/frames . For buildings how long peasants will work on it, for units how long the production stages will take.

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det_radius - what is the significance? Is this the distance it can see? And how does this differ from VISION and SEARCH_ENEMY_RADIUS ?

As often in the MD files, you will see unnecessary lines. Eg DET RADIUS on a unit that only has a rifle, while it real intention would be for a grenadier for example who actually can go into melee after firing when the unit comes close.

VISION would be how far the unit clears fog of war on a map. SEARCH ENEMY RADIUS is the radius at which point a unit becomes aware off the enemy and would pursue the unit if set in attack mode.

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add_attack_radius - what does this mean, and why does the value seem to be 32 for everything?

I'm not sure about this one. All i know its usually used on archers, cannons and ships. The 32 could be a constant, or not. Hard to tell without proper testing.

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Is there a guide somewhere?

No, there are some strings explained on the main page, but thats like 2 years old. Though i have most MD strings explained on my computer I havent put them online yet. I can be really lazy...

Have been working with mods over the weekend, and everything has run relatively smoothly. At least I haven't had any crashes!

The next thing I am going to try is putting ATTMASK 2 3 BUILDING WOOD BODY in the grenadier file, and see if they will throw grenades at enemy soldiers. (This would make them like the specialist "bomb throwers" in the First World War.) I might need to play around with attack radius so they shoot at long range, throw grenades at middle range and use the bayonet very close up, or perhaps even take the rifles away just as an experiment.

One big problem I had on the weekend is that when I tried to change costs and firing capability for grenadiers in the GRE.MD file, it made no difference when I made Grenadiers in the English 18th Century barracks. I don't know if this is because England has a separate Grenadier (for which I don't know the file name) or for some other strange reason. I will try out a different nation today and see what happens. (On the other hand, changes to the highlanders worked just fine - I put their shooting strength way, way up and tried to increase their range too.)

Oh, one more silly question while I think of it. When I make the patch01 file, do I have to put in all of the files that were in the original all.gsc before I tell it to generate the patch, or just the ones I want the changes to?

Oh, one more silly question while I think of it. When I make the patch01 file, do I have to put in all of the files that were in the original all.gsc before I tell it to generate the patch, or just the ones I want the changes to?

You only have to place the files you have changed into the patch01.gs1 or mods01.gs1 file.

Look up which MD file ( name) is listed for the grenadier in the english NDS if you are not sure which MD it is, under MEMBERS section.

You only have to place the files you have changed Thanks for that. Now I can keep copies of all the unzipped files in their original state and just throw a few in once they've been modified.

Look up which MD file ( name) is listed for the grenadier in the english NDS if you are not sure which MD it is,

Oddly enough, something that DID work on the British Grenadiers was the ATTMASK change in GRE.MD (though it turned out to be 2 4 BUILDING WOOD STENA BODY by the time I was done). They threw grenades at everything including enemy troops, just as intended. The only problem is, they no longer shoot or use the bayonet, even when they're out of grenade range and still within musket range. If I recall correctly, grouping them in formations switches off grenades - so I shall try that again and see what happens.